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This work introduces a new model for cloud gaming systems aimed at optimizing the timeliness of video frames based on an age of information (AoI) metric. Mobile clients submit actions through an access network to a game server. The game server generates video frames at a constant frame rate. At the mobile device, the display of these frames represent game status updates. We develop a Markov model...
Edge cloud computing moves cloud services to the edge of the network, thereby allowing clients to access services with a significantly reduced network delay. This service migration is intended to enable a range of latency sensitive mobile applications. In this paper, we propose to manage user QoS by actively migrating services to different edge clouds in response to degraded server or network performance...
Although capacities of persistent storage devices evolved rapidly in the last years, the bandwidth between memory and persistent storage devices is still the bottleneck. As loosely coupled data sharing applications running in cluster environment may need an enormous number of files, the access to these files might become the bottleneck. With the quick development of the server and high-speed network,...
3D rendering is a kind of application which is not only data intensive but also computation intensive and we can render different frames in parallel. For a 3D rendering system, the I/O performance and the ability to handle the failures of both hardware and software are very important. Traditional method uses OpenPBS to schedule the rendering tasks and puts the data on a NFS data server. But NFS data...
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